1. The Role-Playing Game and the Game of Role-Playing: The Ludic Self and Everyday Life 2. Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming 3. Social Events and Roles in Magic: A Semiotic Analysis

II. IDENTITY

4. Consumption and Authenticity in the Collectible Strategy Games Subculture 5. Desktop Conquistadors: Negotiating American Manhood in the Digital Fantasy Role-Playing Game 6. Playing with Identity: Unconscious Desire and Role-Playing Games 7. The Business and the Culture of Gaming

III. EXPERIENCE

8. Online Gaming and the Interactional Self: Identity Interplay in Situated Practice 9. Invoking the Avatar: Gaming Skills as Cultural and Out-of-Game Capital 10. Vicarious Experience: Staying There Connected With and Through Our Own and Other Characters

Gaming as Culture : Essays on Reality, Identity and Experience in Fantasy Games - 06 edition

1. The Role-Playing Game and the Game of Role-Playing: The Ludic Self and Everyday Life 2. Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming 3. Social Events and Roles in Magic: A Semiotic Analysis

II. IDENTITY

4. Consumption and Authenticity in the Collectible Strategy Games Subculture 5. Desktop Conquistadors: Negotiating American Manhood in the Digital Fantasy Role-Playing Game 6. Playing with Identity: Unconscious Desire and Role-Playing Games 7. The Business and the Culture of Gaming

III. EXPERIENCE

8. Online Gaming and the Interactional Self: Identity Interplay in Situated Practice 9. Invoking the Avatar: Gaming Skills as Cultural and Out-of-Game Capital 10. Vicarious Experience: Staying There Connected With and Through Our Own and Other Characters